There are several reviews on steam which cover the game in detail. This one is spot on.
https://steamcommunity.com/profiles/76561198026069206/recommended/919360/
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Alaloth - Champions of The Four Kingdoms
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5 people found this review helpful
Extra Helpful
If this were any more helpful I wouldn't need a brain.
Award gives creators 100 Steam Points. Given by 3 people.
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3
Not Recommended
19.9 hrs last two weeks / 19.9 hrs on record
Posted: 26 Nov @ 3:06pm
The good and great things about this game:
- Design: Great looking maps inducing Old School RPG Nostalgia. The Map designers did a fantastic job overall with day and night versions of every town and city. Kingdoms and towns have distinct architecture. It gives a lot of LotR vibes in all the good ways.
- Map: A really big map with 4 distinct kingdoms (elves, humans, dwarves, orcs). There are a lot (a lot!) of locations (towns, cities, caves, dungeons, forest clearings, historical sites,...) to see and all the locations look great. There's enough content for more than one playthrough.
- Music: Major towns have different sound tracks and they're AAA-Level quality. Orchestra-heavy music that sounds just like Baldurs Gate 2 and the like: Drumps and trumpets in the orcish territory, lighter flute and string music in elven territory - the music really captures the distinct kingdoms well. Any game can learn from the musical quality in Alaloth.
- Character Creation: Race and alignment have some consequences for your playthrough.
- Item variety: There is a lot of item variety that promotos more than one playthrough: 5 types of armor (robes, light, medium, heavy, tank), a lot of different weapon types, magic, unique items for quest rewards, mounts, unique mounts etc.: This game has some chunky depth when it comes to item variety and map size, so it rewards exploring and questing in that regard.
- Fighting system: If you prefer action fighting systems instead of turn-based ones, Alaloth went and tried to implement a real-time fighting system with some success. The variety in equipment and skills allow for room for experimentation as well.
Now for the neutral thing you should know about:
- Level maximum: You can gain a maximum of 20 levels which you will get once you've visited maybe a third of the world's locations (or less). There is no purpose in visiting everything in one playthrough. This promotes going for more than one playthrough but people who want to do everything with one character will find out that it just doesn't make sense at some point. It's a design decision. It's very different from other games in this way.
Now for the bad things:
- The big TradeOff: The big map and many locations come at a price: There are lot of npc's but they're not voiced. It's a lot of text and the staging of the story is not very elaborate. Mostly, NPCs just stand around and do nothing. The npcs feel sterile, just standing around. Animated cutscenes are rather rare.
- Story: The story if very straight-forward: Collect four thingies, defeat the big bad. There are sub-stories for quests regarding factions and kingdoms, but they're only told in NPC dialogues. This game is a big example why "show-don't tell" is important. In Alaloth, it's all "tell,tell,tell". It's not an engaging way or exploring the world and story even at the best of times.
- Quests: Everything is just fetch quests. Deliver letters, defeat 50 goblins, defeat x skeletons, find a lantern etc. And since they're all told in unvoiced npc text dialogues, the quests feel absolutely mind-numbing to get into and go through. They're mostly just uninteresting save for some rare exceptions.
- Writing: You get hammered and clubbered with fantasy-lingo. Names of gods, npcs you never met (who all have similar names) etc. - the writing is easily losing you because the dialogue explains no context but throws fantasy words at you constantly while expecting that you are fully versed in all names and terms of this fantasy setting. Combine that with the lackluster presentation and it's just very hard to get into the story of the game.
- Leveling: You only level by doing the big dungeons ("Fighting arenas") and only for doing them the first time. You can repeat dungeons for item drops though. When you level up, you either get to put a point into stats, proficiencies (for armor and weapons mostly), and/or skills. The issue: Most of the skills and proficiencies are useless or uninteresting. E.g. you can't directly level up fire magic damage, only fire resistance. There are almost no proficiencies that make sense for mages or archers. Leveling if there is nothing useful for you to look forward to level up in is a bad experience.
- Many Skills are badly designed. There is a hard limit on summons and healings you are allowed to cast. you only get six abilities to cast/use in the entire game at max level - and then you have a lot of skills with limited uses only (heals 4x use, summons 3x use,..). That seems like a poor design choice.
- Enemy design: If you go ranged (mage/archer), all enemy encounters become trivial. Zero difficulty. Melee characters may experience a whole different difficulty with spongy enemies and bosses. Many players also noted that the final boss is ramped up in difficulty 10x to previous bosses and encounters - the final boss follows the idea of "just slap on 10k HP and make the boss instant teleport everywhere with stun-attacks and we're good to go!". That's a let down.
- Quest rewards: you can get unique weapons and armos as quest rewards: Chances are though, that it's not the equipment you skilled for. I reached max level without finding or getting a unique weapon/armor for the type my two different characters were skilling in. No reward choices
- Crafting: Crafting is meh. You can't craft some equipment at all and i found only one weapon in 20 hours where you can put a gem in (despite you finding gems a lot). Crafting doesn't make sense in that way.
- Pathing: You can do 1-2 dungeons and then you're inventory is full (due to item weight). Finding the relevant vendors and stashing the crafting loot you want to keep takes more than than doing the actual dungeon. The pathways to vendors and your stash are too long. And if you have to go to vendors and your stash so frequently, this will absolutely kill your fun. Imagine having to go to three different vendors + your stash every other dungeon which takes up as much time as the dungeon itself. It's so tedious.
There are some really good things about this game, but overall, the gameplay loop is so dissatisfying: The limited leveling, the choice between so many bad skills and proficiency options that you don't wanna put your level points into anything at all, tedious pathing to sell items that you have to slog through constantly, the disengaged story-telling and boring quests, the weird to badly balanced fighting system.. man, a beautiful visual and acustic presentation are hiding a gameplay that quickly ceases to be fun. I wonder if the developers will be able to finetune the gameplay to a point where it's fun, but after a long time in Early access, i don't expect any more great changes.
Its a mediocre game at best. It pretends to be deep but in fact is shallow as a puddle.